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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2021, Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* Shader module that manage shader libraries, deferred compilation,
* and static shader usage.
*/
#pragma once
#include <array>
#include <string>
#include "BLI_string_ref.hh"
#include "DRW_render.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "eevee_id_map.hh"
namespace blender::eevee {
/* Keep alphabetical order and clean prefix. */
enum eShaderType {
CULLING_DEBUG = 0,
CULLING_LIGHT,
DEFERRED_EVAL_DIRECT,
DEFERRED_EVAL_HOLDOUT,
DEFERRED_EVAL_TRANSPARENT,
DEFERRED_EVAL_VOLUME,
DEFERRED_MESH,
DEFERRED_VOLUME,
DOF_BOKEH_LUT,
DOF_GATHER_BACKGROUND_LUT,
DOF_GATHER_BACKGROUND,
DOF_FILTER,
DOF_GATHER_FOREGROUND_LUT,
DOF_GATHER_FOREGROUND,
DOF_GATHER_HOLEFILL,
DOF_REDUCE_COPY,
DOF_REDUCE_DOWNSAMPLE,
DOF_REDUCE_RECURSIVE,
DOF_RESOLVE,
DOF_RESOLVE_HQ,
DOF_RESOLVE_LUT,
DOF_RESOLVE_LUT_HQ,
DOF_SCATTER_BACKGROUND_LUT,
DOF_SCATTER_BACKGROUND,
DOF_SCATTER_FOREGROUND_LUT,
DOF_SCATTER_FOREGROUND,
DOF_SETUP,
DOF_TILES_DILATE_MINABS,
DOF_TILES_DILATE_MINMAX,
DOF_TILES_FLATTEN,
FILM_FILTER,
FILM_RESOLVE,
FILM_RESOLVE_DEPTH,
HIZ_COPY,
HIZ_DOWNSAMPLE,
LIGHTPROBE_DISPLAY_CUBEMAP,
LIGHTPROBE_DISPLAY_IRRADIANCE,
LIGHTPROBE_FILTER_DOWNSAMPLE_CUBE,
LIGHTPROBE_FILTER_GLOSSY,
LIGHTPROBE_FILTER_DIFFUSE,
LIGHTPROBE_FILTER_VISIBILITY,
LOOKDEV_BACKGROUND,
MOTION_BLUR_GATHER,
MOTION_BLUR_TILE_DILATE,
MOTION_BLUR_TILE_FLATTEN,
RAYTRACE_DIFFUSE,
RAYTRACE_DIFFUSE_FALLBACK,
RAYTRACE_REFLECTION,
RAYTRACE_REFLECTION_FALLBACK,
RAYTRACE_REFRACTION,
RAYTRACE_REFRACTION_FALLBACK,
RAYTRACE_DENOISE_DIFFUSE,
RAYTRACE_DENOISE_REFLECTION,
RAYTRACE_DENOISE_REFRACTION,
RAYTRACE_RESOLVE_DIFFUSE,
RAYTRACE_RESOLVE_REFLECTION,
RAYTRACE_RESOLVE_REFRACTION,
SHADOW_CLEAR,
SUBSURFACE_EVAL,
VELOCITY_CAMERA,
VELOCITY_MESH,
MAX_SHADER_TYPE,
};
/**
* Shader module. shared between instances.
*/
class ShaderModule {
private:
struct ShaderDescription {
const char *name = nullptr;
const char *vertex_shader_code = nullptr;
const char *geometry_shader_code = nullptr;
const char *fragment_shader_code = nullptr;
const char *compute_shader_code = nullptr;
const char *defines_shader_code = nullptr;
};
DRWShaderLibrary *shader_lib_ = nullptr;
std::array<GPUShader *, MAX_SHADER_TYPE> shaders_;
std::array<ShaderDescription, MAX_SHADER_TYPE> shader_descriptions_;
std::string shared_lib_;
public:
ShaderModule();
~ShaderModule();
GPUShader *static_shader_get(eShaderType shader_type);
GPUMaterial *material_shader_get(::Material *blender_mat,
struct bNodeTree *nodetree,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type,
bool deferred_compilation);
GPUMaterial *world_shader_get(::World *blender_world, struct bNodeTree *nodetree);
GPUMaterial *material_shader_get(const char *name,
ListBase &materials,
struct bNodeTree *nodetree,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type,
bool is_lookdev);
GPUShaderSource material_shader_code_generate(GPUMaterial *mat, const GPUCodegenOutput *codegen);
private:
/* Run some custom preprocessor shader rewrite and returns a new string. */
std::string enum_preprocess(const char *input);
char *material_shader_code_defs_get(eMaterialGeometry geometry_type);
char *material_shader_code_vert_get(const GPUCodegenOutput *codegen,
GPUMaterial *mat,
eMaterialGeometry geometry_type);
char *material_shader_code_geom_get(const GPUCodegenOutput *codegen,
GPUMaterial *mat,
eMaterialGeometry geometry_type);
char *material_shader_code_frag_get(const GPUCodegenOutput *codegen,
GPUMaterial *mat,
eMaterialGeometry geometry_type,
eMaterialPipeline pipeline_type);
};
} // namespace blender::eevee
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